224,229 Commits over 3,684 Days - 2.54cph!
added tooCold tip
added tooHot tip
added radiation tip
added remove radiation tip
wip:
UnitGenParams
RosterGenParams
Eliminated GC from GlobalMessages subscription (particularly ItemIcon.OnEnable / OnDisable in UIInventory.Update)
Added box drawing tool to texture editor
Temporary way to change brush colour
Pine trees LOD polish and settings
Pine tree LOD polish and settings
Removed itemoutline test convar (showoutlines still exists)
Offline Mode
Fixed character not following platform
Rotate view with parent platform
Shitty house asset store pack
Finders level wip
Rotator on intro level for tests
Camera collision
Player position test
Fixed sea being martked static
FindUnusedAssetsWindow display bits
Add Anim Notify bindings. Remove unused .meta files
RosterGeneration now picks X random unit types to fill teams with isntead of the first X types
Changed default server.metabolismtick to one second
Changed reflection probe time slicing to "individual faces"
fixed hydration + calories stats being padded by respawn
fixed ConsumeFood tip
Fixed healAtCampfire tip
Douglas Fir LOD polish and settings
Caching hair set morphs on startup
Can now hold down to draw in texture editor
Added Find Unused Assets editor window, that generates a list of all DataAsset derived assets with no references in other others (but not because it's absurdly slow)
Buildings can now specify addons and upgrades as default, and they will be built upon completion of the building.
Added eat / drink debug convars for admins / devs (similar to hurt console command, can also take negative values)
Item.Grass no longer has a Dispenser component
Added debug filter log when we ignore something during DM filtering due empty dispenser
Fixed all morph cache GC allocs when sources are cached
Disabled morph cache data compression; traded for perf
Reduced morph cache mesh instantiation/copy overhead
Fixed "EvaluateSingleEntityPerDataId" candidate filtering option not being properly checked in TargetFilterUtility.FilterEntities (was only working in "First" mode)
Handled potential NRE in DecisionMaker.CreateDesiresOnFailure (in this cased caused by DesireTypes enum change, to be fixed by future refactor)
Fixed finding pixel coords while painting
Added Texture.GetPixel(x, y)
Implemented eraser and pipette tools
Implemented flood fill in texture editor
remove unnecessary navmesh sampling from RandomDestinationSelector
Eliminated GC allocs from crafting UI
testing Possessions tracking the current Goal when an item is picked up and removing when the Goal changes
Scientist behaviour improvements.
More on cover points.
Fixed Unit.Roles.CurrentRole being null
Fixed RoleSelector not updating current role icon properly
Behaviour data warnings when action is null
Added CandidateEntityFilter.EvaluateSingleEntityPerDataId
Added GM:PlayerDroppedWeapon